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2008-02-06gallium: Use p_debug.h instead of non-portable stdio.h/assert.h functions.José Fonseca
2008-02-06gallium: Add forgotten return type.José Fonseca
2008-02-06gallium: Cross-platform debugging helpers.José Fonseca
2008-02-06gallium: Portability guidelines.José Fonseca
2008-02-05Cell: remove accidentally added OPT_FLAGS linesBrian
2008-02-05Cell: SIMD-ize tri_linear_coeff(), use vector float for vertex attributes in ↵Brian
struct vertex_header
2008-02-05Cell: re-enable inlined vertex buffersBrian
Vertex data must be on a 16-byte address/offset so SIMD operations will work properly in the SPU code.
2008-02-05Cell: remove dummy fields, update/add some commentsBrian
2008-02-05Cell: added cell_batch_alloc_aligned()Brian
2008-02-05Use _transpose_matrix4x4 from Cell SDK instead of my own versionIan Romanick
2008-02-05Add some debug messagesIan Romanick
2008-02-05More semi-trivial vectorization in the shader VMIan Romanick
2008-02-05Vectorize vertex pullerIan Romanick
2008-02-05Vectorize all micro opsIan Romanick
Fold single instruction micro ops inline. Remove unused micro ops.
2008-02-05gallium: Use align_free to free aligned memory.Michal Krol
2008-02-04Cell: fix some alignment issues by aligning commands to 8-byte boundariesBrian
Contributed by Ian Romanick. Also, temporarily disable inlined vertex buffers. They need to be 16-byte aligned...
2008-02-04Cell: don't use VEC_LITERAL macro, doesn't work w/ SDK 3.0Brian
2008-02-04Cell: don't use VEC_LITERAL macro, doesn't work w/ SDK 3.0Brian
2008-02-04Cell: move float4 typedef (temporary datatype)Brian
2008-02-04Cell: fix small sampling error in sample_texture_bilinear()Brian
2008-02-04Cell: texture sampler functions always return vector float nowBrian
Texture colors look the same now, regardless of X display/pixel format
2008-02-04Cell: added spu_unpack_A8R8G8B8()Brian
2008-02-04Cell: fix typoBrian
2008-02-04Cell: some basic blending codeBrian
2008-02-04Cell: replace float 4 with vector float in eval_coeff()Brian
2008-02-04Cell: emit blend state to SPUsBrian
2008-02-04Cell: choose bilinear vs. nearest filtering according to sampler stateBrian
2008-02-04Cell: improved bilinear filteringBrian
avoid calling get_tex_tile() if all texels are in same tile
2008-02-04Cell: implement basic bilinear texture samplerBrian
2008-02-04Cell: added spu_unpack_color(), spu_pack_R8G8B8A8()Brian
2008-02-04Cell: SIMD-ize more of texture samplingBrian
2008-02-04Cell: checkpoint: start to SIMD-ize texture samplingBrian
2008-02-04Cell: move tile clear code to flush_spans()Brian
2008-02-04Cell: clamp txmax, tymax in tile_bounding_box()Brian
Also, added some debug printfs
2008-02-04Cell: insert some draw_flush() callsBrian
2008-02-01Cell: comment about emit_quad() maskBrian
2008-02-01Cell: move some tile get/clear codeBrian
Also, we weren't marking the ztile as dirty after ztesting, fixes gears glitches.
2008-02-01Cell: use global color_shuffle to remove a switch stmntBrian
2008-02-01Cell: New color packing functions (A8R8G8B8 and B8G8R8A8)Brian
2008-02-01Cell: rename/move global varsBrian
Put tile-related globals into spu_global struct. Rename c/ztile fields to be more consistant.
2008-02-01Cell: deprecate some use of struct cell_command - it should go away completelyBrian
Also, remove ALIGN16_ATTRIB from structs that no longer need it.
2008-02-01Cell: remove commands from top-level while loop which should only appear in ↵Brian
batch buffers
2008-02-01Cell: move ztest before color interp/packingBrian
2008-02-01Cell: rename fields of the tile_t unionBrian
2008-02-01Cell: implement Z16 and Z32 testing with SIMD instructions.Brian
2008-02-01Cell: store current tile status in cur_tile_status_c/z, add TILE_STATUS_GETTINGBrian
2008-01-31Fix using "ccache ppu-gcc" for CC and fix parallel buildsIan Romanick
CC wasn't quoted in a couple places in src/mesa/Makefile. Also, the OSMesa link was missing a dependency.
2008-01-31fix typoBrian
2008-01-31gallium: fix problem in which texcoords and varying vars got mapped to the ↵Brian
same slot This fixes the glsl/bump.c and glsl/texdemo1.c programs
2008-01-31Fix problem in mapping vertex program outputs (found with "spring" game engine)Brian
If the vertex program writes to an output that's not consumed by the fragment program, map the vp output to an unused slot.